GT Sport - Trailers, Videos and Screenshots

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my lap with a Genesis!

Thanks for showing a stock car! Now if we can just see it. . . Matrix style

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How fun would it be if you could fly your own drone around in the replays? I could see myself spending so much time trying to get awesome angles flying after cars going through corners.

Not happening unless they model everything around the tracks. You would end up seeing something like this:
B4xmnBA.png




Shouldn't the rearview interior mirror be placed on the black piece a few centimetres above it?
 
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Noticed the lack of sponsors on the tracks, it's probably because it's a beta and licensing isn't done.
 

Not happening unless they model everything around the tracks. You would end up seeing something like this:
B4xmnBA.png


Good job we're not still on PS1 then, isn't it?

Willow, Fisherman's Bend and the oval wouldn't pose any problems, they're already open. Brands, Nurb and Tokyo would require some scenery to be placed further from the track and/or limit the drone height.

It's extra work on some tracks, but it's also a very interesting feature that I think both the photomode and racer communities would enjoy. Greater extent of scenery is something that's going to have to be done as they move to more realistic television style camera work anyway, which regularly includes helicopter/blimp shots as well as towers and overhead wires. Given that, allowing a free "drone" camera is just a smart move.
 
Good job we're not still on PS1 then, isn't it?

Willow, Fisherman's Bend and the oval wouldn't pose any problems, they're already open. Brands, Nurb and Tokyo would require some scenery to be placed further from the track and/or limit the drone height.

It's extra work on some tracks, but it's also a very interesting feature that I think both the photomode and racer communities would enjoy. Greater extent of scenery is something that's going to have to be done as they move to more realistic television style camera work anyway, which regularly includes helicopter/blimp shots as well as towers and overhead wires. Given that, allowing a free "drone" camera is just a smart move.
I've been crossing my fingers for the capability to take aerial shots ever since I started following GT5 and now I'm seeing it in replays or live mode. I'm just paranoid it won't be there for the stay.
 
Good job we're not still on PS1 then, isn't it?

Willow, Fisherman's Bend and the oval wouldn't pose any problems, they're already open. Brands, Nurb and Tokyo would require some scenery to be placed further from the track and/or limit the drone height.

It's extra work on some tracks, but it's also a very interesting feature that I think both the photomode and racer communities would enjoy. Greater extent of scenery is something that's going to have to be done as they move to more realistic television style camera work anyway, which regularly includes helicopter/blimp shots as well as towers and overhead wires. Given that, allowing a free "drone" camera is just a smart move.
I remember in the Kaz documentary that, even though the Rome Colosseum is only seen on the outside, one of the track designers still included an interior for it, if in case the camera happens to move across it.
 
I have a quick question about the beta. I know you have to compete the daily workout to unlock cars, but what about the tracks? How do you unlock those?
 
Please explain on why it is the worst example for a sim?


Look how good the damage is; 9 year old game?


And GTA IV (and I think GTA V, but IV without a doubt). It's crazy how that damage system worked. Tires exploding from overdoing a burnout. Caved in panels cause the tires to rub. Caved in panels because of an explosion causing the tires to rub. Windows smashing and being sent through the windshield. Gruesome, yea.

And I thought people are now saying manufacturers don't care how their cars are seen visually when damaged. Ian Bell said that. So I'm really wondering how acclaim and popularity might not have impacted the way PCARS was able to implement THEIR damage system.

The level of damage has to be reviewed on a game-by-game basis from the viewpoint of the manufacturers. Isn't that logical for them to do from a business's side of things?
 
Please explain on why it is the worst example for a sim?


Look how good the damage is; 9 year old game


Have you ever made a low-speed impact in Burnout? The "proper" damage only gets activated, once a heavy crash gets triggered and I wouldn't be surprised if the game actually switches out certain physics calculations.
The car models also don't even have a fraction of the details from the cars in GTS, no interior and everything would've to work with the game engine, this also includes performance like framerate etc.

I'll never disagree that the damage we've seen so far in the GT series is disappointing, but it's not only much more complicated than you seem to think, Burnout also is simply a bad example on how to do crash damage for a simulator.

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And GTA IV (and I think GTA V, but IV without a doubt). It's crazy how that damage system worked.
It's amazing, but there's a reason why they toned the damage down a lot in GTAV. The performance hit is massive.
 
Are we really comparing the damage in a game with unlicensed cars, where crashing is one of the primary focuses, to a sim-racer with dozens of real-world manufacturers?
I know what you mean. To be fair, I thought it was relevant to bring up in the "argument" of manufacturers and what they're restricting sim racers from doing with their cars in regards to damage. Ian Bell says there aren't any, and now people call other developers lazy (as he did) for not doing more with their infinite resources. I'm thinking he had PD in mind in his response to a question about this.
 
I wonder why would someone who buys GTS want a complex visual damage system.

In my opinion is far better to have a good mechanical damage system with only some visual hints of damage than a great visual/graphical damage system with a mediocre mechanical one. I mean, GTS was always aimed at people who love cars and who love driving. Now more to people who love cars and who love racing. And in racing, especially now with the SR system, you should avoid any kind of damage at all costs.

Edit: Anyhow, if PD has extra time to invest in something, they should invest in online / fun features like filters / options for customizing your own lobby or a vast livery editor.
 
Have you ever made a low-speed impact in Burnout? The "proper" damage only gets activated, once a heavy crash gets triggered and I wouldn't be surprised if the game actually switches out certain physics calculations.
The car models also don't even have a fraction of the details from the cars in GTS, no interior and everything would've to work with the game engine, this also includes performance like framerate etc.

I'll never disagree that the damage we've seen so far in the GT series is disappointing, but it's not only much more complicated than you seem to think, Burnout also is simply a bad example on how to do crash damage for a simulator.

EDIT:

It's amazing, but there's a reason why they toned the damage down a lot in GTAV. The performance hit is massive.

Your right but by PD standards I don't think there will be decent damage. It feels the game will have the same damage as GT6 but with paint scratches.

Three Fields Entertainment can possible make damage suitable for a sim; not high impact crash models.
 
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